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Games can be made by anyone
author=Red_Nova
- Open up RPG Maker.
- Start a new project.
- Press the Play Test button
Congrats, you've just made a game! It's not a very fun one, but it's a game.
The rest of us just kinda go from there.
Considering half the projects I've seen and played, I'm willing to bet a lot of people actually believe that's all the steps that's needed for making a game.
Did something happen to RPGMaker.net?
iEntry killed it off like it did with RPG Revolution. Both were owned by iEntry, and both faced a similar fate.
I'm a total nervous wreck and I need emotional support.
Keep in mind, if it was that easy everybody would be doing it. Some have been working to make a good impressionable game for year and trying to break into commercial development, and still haven't figured out the formula.
Necropolis
It's the curse of many great RPG Maker games. They become too ambitious and never make it to completion. Forever's End is another I doubt we'll see the completion of, not to mention the ever popular Line's End that would have completed A Blurred Line's story.
In this case, Jude had mentioned development on Necropolis was stopped so that they can make it a commercial game on another platform, but no idea if that's still happening or not.
This is also part of the reason I stopped playing demo games. I got a bit of flack for that at one point, because if everybody did the same where would new developers get their feedback, etc. But frankly, I'm tired of investing into really good RM games, getting excited for the final product, and then getting nothing.
In this case, Jude had mentioned development on Necropolis was stopped so that they can make it a commercial game on another platform, but no idea if that's still happening or not.
This is also part of the reason I stopped playing demo games. I got a bit of flack for that at one point, because if everybody did the same where would new developers get their feedback, etc. But frankly, I'm tired of investing into really good RM games, getting excited for the final product, and then getting nothing.
Ruby Wolf
Definitely no way better to showcase the 20XX potential than to actually demo it through a game. Gonna give this one a go as soon as possible.
SaGa 4: Masters of the Demon World
DFRIliketocheat.png
You actually just gave me an interesting idea. What if you created touch evented enemies rather than random, had them respawn a little while after being killed, but made them invisible? That way you keep a bit of the randomness without sticking with random encounters.
But... you create a tool that when used, allows you to see the encounters for a short while so you can choose to avoid them if you want before they go back to being invisible?
But... you create a tool that when used, allows you to see the encounters for a short while so you can choose to avoid them if you want before they go back to being invisible?
Making The "Dragon Fantasy" Poster
A large hand of applause to Chloe. That's incredible artwork, and reminds me of all the wonderful game boxes from the NES/SNES era.
[Poll] When Playing Indie RPGs, What Game-Length Do You Look For?
author=unity
I just wanted to get a general consensus about what sort of length people look for when they download games off of this site. Before I came here, I always wanted to make huge 20, 30, or even 40+ hour RPGs, but that has the drawback of me getting bored with the project or me making a game so big in scope that I could work on it for a decade and not be done. (And thus I have several big incomplete RPG Maker 2000 and XP games lying around XD). It was only relatively recently that I learned the joy of making shorter games.
But today I'm specifically looking for what length you, as a player, like to play, when it comes to RPG Maker and other indie RPG games.
Life gets in the way for me. I'll probably play 1 game at a time that's over 10 hours, while 2 or 3 under 10 hours at the same time.
It's also common these days to break the game into episodes.
In any case 5 to 10 hours is about the most for me. I'll play games longer than that, but I usually reserve those primarily to when I have time off at work.
[RMVX ACE] A lot of the recent projects lack a RVPROJ2 File (.rvproj2), why is this?
Keep in mind, not everybody wants to lock their project, but they're sort of forced to when they purchase anything from the store. And yes, even non-commercial developers gladly purchase packs from the store to further invest in their hobby.
While other sites may not care too much, if you put your game up at RMW with store assets in them, they expect you to lock your game, and can hold you liable if it's not. Which is silly, because it seems they're more concerned about people stealing tilesets, but seem to ignore the fact that store purchased music still can't be locked by the default encryption method.
Edit: Somehow missed that spill when I wrote this, but already discussed.
Adding more to this:
If you're buying resources from the store, you're not allowed to use them in anything except for RMXP, VX, Ace, and IGM (for the most part) without buying other licenses for outside use. I don't think you are allowed to use them in 2K and 2K3 regardless if you have a legal version or not.
There was even a post awhile back where somebody asked about using 2K/3 resources in something like Ace for a commercial game as long as they owned a legal Japanese version of 2K/3. Afterall, you can use XP resources in Ace if you own both XP and Ace. But in this case, they were to told to avoid doing that, probably because of the mess it would create trying to prove you do own a legal version of 2K/3, and everybody else wondering why they can't do the same, even though they don't have legal versions.
But then there is the question of how stable some of the older games really are. I believe VX had a certain size the encryption allows before bugging out. So if you're using paid resources in a VX game that's over the size, what then? Either not use the resources you purchased or try and find a better encryption method beyond the default, and then have the programming knowledge to get it to work.
A New Edit:
I'm going to throw a wrench into this whole thing by mentioning the Steam Workshop for VXA. You can lock the game by a sort of "Play Only" option, but you can't encrypt the resources, even when "Play Only" (or whatever it's called) has been selected.
When this issue first came about, artists tried saying you weren't allowed to use paid resources in the workshop until they could be encrypted. But this led to an uproar in the Steam community. Afterall, even non-comm developers purchase the resources for their projects, but why would they when they can't post their games where they want?
So from last I checked, people can still host their games using paid resources on the workshop (even if the resources can't be encrypted), so long as it's clear the resources aren't to be pulled and used.
So why is it a violation of the EULA to post an open game on an RM site that uses paid resources, but it's not a violation to post the same game with the same resources on the workshop?
While other sites may not care too much, if you put your game up at RMW with store assets in them, they expect you to lock your game, and can hold you liable if it's not. Which is silly, because it seems they're more concerned about people stealing tilesets, but seem to ignore the fact that store purchased music still can't be locked by the default encryption method.
Edit: Somehow missed that spill when I wrote this, but already discussed.
Adding more to this:
author=nhubi
Also how would that work for some of the older engines which didn't have an encryption option?
If you're buying resources from the store, you're not allowed to use them in anything except for RMXP, VX, Ace, and IGM (for the most part) without buying other licenses for outside use. I don't think you are allowed to use them in 2K and 2K3 regardless if you have a legal version or not.
There was even a post awhile back where somebody asked about using 2K/3 resources in something like Ace for a commercial game as long as they owned a legal Japanese version of 2K/3. Afterall, you can use XP resources in Ace if you own both XP and Ace. But in this case, they were to told to avoid doing that, probably because of the mess it would create trying to prove you do own a legal version of 2K/3, and everybody else wondering why they can't do the same, even though they don't have legal versions.
But then there is the question of how stable some of the older games really are. I believe VX had a certain size the encryption allows before bugging out. So if you're using paid resources in a VX game that's over the size, what then? Either not use the resources you purchased or try and find a better encryption method beyond the default, and then have the programming knowledge to get it to work.
A New Edit:
author=Archeia_Nessiahauthor=CrazeIsn't it this one?
There's nothing in the EULAs stating such a thing, for either audio or graphics. I just checked several.2.1 Your game must include additional documentation that clearly indicates the use of the Resource Pack and the following copy:
2.2 Solely used for the creation of your game, you can edit, process, and modify the materials contained in the Resource Pack.
2.3 Do not sell, distribute, lease, or transfer the Resource Pack itself (even if the materials were edited, process, or modified by the User).
By not encrypting, you're distributing the game resources.
I'm going to throw a wrench into this whole thing by mentioning the Steam Workshop for VXA. You can lock the game by a sort of "Play Only" option, but you can't encrypt the resources, even when "Play Only" (or whatever it's called) has been selected.
When this issue first came about, artists tried saying you weren't allowed to use paid resources in the workshop until they could be encrypted. But this led to an uproar in the Steam community. Afterall, even non-comm developers purchase the resources for their projects, but why would they when they can't post their games where they want?
So from last I checked, people can still host their games using paid resources on the workshop (even if the resources can't be encrypted), so long as it's clear the resources aren't to be pulled and used.
So why is it a violation of the EULA to post an open game on an RM site that uses paid resources, but it's not a violation to post the same game with the same resources on the workshop?













